/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
IfServerCheckClientError()does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result.
virtual bool ServerShouldUseAuthoritativePosition ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & ClientWorldLocation, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )